﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Color_BrightContrastSaturation" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 1.0
		_Brightness ("_Brightness", Range(0.0, 1.0)) = 1.5
		_Saturation ("_Saturation", Range(0.0, 1.0)) = 3.0
		 _Contrast  ("_Contrast", Range(0.0, 1.0)) = 3.0
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _Brightness;
			uniform float _Saturation;
		 	uniform float _Contrast ;    
		 	
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }

float4 frag (v2f i) : COLOR
{
		float4 col = float4(0.,0.,0.,1.);
		float3 brtColor 	= tex2D(_MainTex, i.texcoord.xy) * _Brightness;
		float intensityf 	= dot(brtColor, float3(0.2125,0.7154,0.0721));
		col.rgb				= lerp(float3(0.5,0.5,0.5), lerp(float3(intensityf, intensityf, intensityf), brtColor, _Saturation), _Contrast);
		
		return col;	
}
			
			ENDCG
		}
		
	}
}